Traveller bugging out all over

The only mod stopping your Sims from traveling to the abyss. Did you end up there anyway? We'll try to help.
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Nobody_Important
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Traveller bugging out all over

Post by Nobody_Important » June 12th, 2017, 4:03 pm

Multiple issues here:

1) Okay so a while ago i reported that Emit didn't appear correctly and the Almanach did not appear. Absolutely no errors recorded.
Simply not *having* traveller solves this issue, but then teens can't travel alone.
1b) I could only get a vacation home first, and from there buy a future home in Oasis Landing.
1c) Traveling manually to Oasis landing seemed to have fixed that issue, but as soon as i got back home after getting a future home the thing disappeared again.
1d) Traveling alone the 3d model for the teen sim did not materialize and had to be manually reset to actually appear.

2) After traveling back, i got treated as a future citizen vacationing in the present but this was probably intentional. Either way after the save before traveling back to the future got reloaded i could stay indefinitely.

3) After traveling anywhere, even into the WA worlds, the indicator for vacation time left does not appear. Additionally the sims don't have the option to go home, they don't have the option to buy a vacation home either, but curiously enough start with multiple places *owned*, among others the multi 100k basecamp.
3b) I don't know if there are any spawners in any of the Vacation towns, but if there are (the fetchquests indicate that there should be some) they are not spawning anything at all, and since i can't enter build mode, nor do i have a townhall, nor do i have a computer i can't even use something from Nraas to reset the spawners.

4) Now the real fun starts. After Traveling back home into their hometown(Bridgeport), they do not start where they had left off, but instead i can place the family into any "currently empty" lot, among others the one that they came from, and i can "rent them" for the "semester" free of charge.
4b) The free of charge thing is also true for the actual dorms one can rent in the university world.

5) After putting them back into their own apartment everything is as i left it, except that the sims that appear seem to be body snatchers, because they have the option to "Sleep in XY's bed", even though they are XY.
5b) Some of them if not all get script errors from i think Overwatch.

6) This is the real whopper: The teen sim traveling with a party has an imaginary friend doll with him.
Now upon returning home i have tried a lot of different things and got a lot of different results just never the one i desired. I have no idea what actually produced what, so i'm just going to list the things that happened:
-The teen sim reset losing all their inventory including the doll.
-The teen sim went into the apartment had the doll on the floor and the Imaginary friend materialized but spawned a new doll. Then the teen sim reset and both the new and the old doll as well as the imaginary friend disappeared.
-The teen sim reset, but the selector was still somehow as if stuck on a different old sim, with the inventory visible and buttons clickable but the plumbob did not appear and none of the icons on the left was highlighted. Clicking upon the "new" teen sim, the inventory went blank. Triggering a sim reset on the stuck mesh simply resets the "new" sim, and any interactions through MasterController only find one version of the teen sim in the town however. Both Meshes also display the same ID. Triggering a Lot reset deletes the stuck mesh, and the items left in its inventory with it, never to be seen again anywhere.

I have no idea what's going, on, but the common element in most of my problems that aren't explicitly just some CC not working, is *always* Traveler.

Nobody_Important
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Post by Nobody_Important » June 12th, 2017, 4:15 pm

Oh and
-The teen sim reset with the imaginary friend never having materialized and the original doll out of their inventory, but doing force.live on the doll just creates a *new* IF with the old one still in the friend list. Calling over the old IF through MasterController makes the Sim version of the IF appear, without the IF "costume". Triggering "turn into doll" on this IF simply produces an error probably because they never had a doll to begin with or something.
-The newest variation was that the teen sim reset with the old mesh staying present and Overwatch "FixImaginaryFriends" Script produced a script error.

Nobody_Important
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Post by Nobody_Important » June 12th, 2017, 4:20 pm

This was the interesting part of the script error dealing with the IF

<?xml version="1.0" encoding="utf-8"?>
<NRaas.Overwatch>
<ModVersion value="122"/>
<BuildVersion value="0.2.0.32"/>
<Installed value="BaseGame, EP1, EP2, EP3, EP4, EP5, EP6, EP7, EP8, EP9, EP10, EP11"/>
<Enumerator value="1"/>
<Content>


-- Script Errors --

NRaas.OverwatchSpace.Loadup.RepairImaginaryFriends
Counter: 1
Sim-Time: Szo., 03:53 órakor
Start-Time: 06/11/2017 06:58:51
PreLoadup-Time: 06/11/2017 14:27:46
Loadup-Time: 06/12/2017 04:16:00
Log-Time: 06/12/2017 20:50:52

System.NullReferenceException: A null value was found where an object instance was required.
#0: 0x0011d callvirt in NRaas.OverwatchSpace.Loadup.NRaas.OverwatchSpace.Loadup.RepairImaginaryFriends:OnDelayedWorldLoadFinished () ()
#1: 0x0003d callvirt in NRaas.NRaas.Common:OnDelayedLoadFinished () ()
#2: 0x00000 in Sims3.Gameplay.Sims3.Gameplay.Function:Invoke () ()
#3: 0x00003 callvirt in NRaas.Common+FunctionTask:Simulate () ()

Nobody_Important
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Post by Nobody_Important » June 12th, 2017, 4:24 pm

This was the interesting part of the script error dealing with the teen sim

<?xml version="1.0" encoding="utf-8"?>
<NRaas.ErrorTrap>
<ModVersion value="100"/>
<BuildVersion value="0.2.0.32"/>
<Installed value="BaseGame, EP1, EP2, EP3, EP4, EP5, EP6, EP7, EP8, EP9, EP10, EP11"/>
<Enumerator value="18"/>
<Content>

Object:

Name: Lexie Sagan
Type: Sims3.Gameplay.Actors.Sim
Object id: 0x7b28008683a0bc40
Position: (-20000.0000, -20000.0000, -20000.0000)
Room id: -1
Level: 2147483647
Flags: InWorld, IsUsed
Lot: Invalid
IsValid: True
World: NewDowntownWorld
OnVacation: True
Season: Winter
Posture: Sims3.Gameplay.Actors.Sim+StandingPosture
Household: Round
LotHome: X-trém apartmanház – 4 hsz / 1 fsz
Active Household
SimDescription:

Name: Lexie Sagan
Age: Teen
Gender: Male
SimDescriptionId: 8874343642126394544
LotHomeId: 17694643160888948048
HomeWorld: NewDowntownWorld
Proper Genealogy
Valid: False
Species: Human
Household: Round
Occult: None
Alien: 0.04508549
Career: <Unemployed>
School: (1)
Lot: X-trém apartmanház – 4 hsz / 1 fsz
Address: Hegyi út 2.
Skill Atlétika: 3
Skill Horgászat: 0
Skill Wildlife Friend: 6
Skill Ezermesterség: 3
Skill WooHoo: 0
Skill Logika: 5
Skill Festés: 0
Skill Bilire szoktatás: 1
Skill Tanuljon meg beszélni: 1
Skill Tanuljon meg járni: 1
Skill Befolyás kockakörökben: 1
Skill Sakk: 2
Skill Közösségi kapcsolatépítés: 2
Skill [bad skill data] Writing: 0
Skill [bad skill data] Xylophone: 3
Skill [bad skill data] Homework: 3
Skill [bad skill data] PegBox: 3
Skill [bad skill data] Blocks: 2
Skill [bad skill data] ChildGardening: 1
Skill [bad skill data] ChildCooking: 2
Skill [bad skill data] Collecting: 0
Skill [bad skill data] Photography: 0
Skill [bad skill data] MartialArts: 0
Skill [bad skill data] Nectar: 3
Skill [bad skill data] 2992916738: 0
Trait
Trait
Trait
Trait
Trait
Trait

Interactions:

Counter: 12
Sim-Time: Szo., 03:47 órakor
Start-Time: 06/11/2017 06:58:42
PreLoadup-Time: 06/11/2017 14:27:38
Loadup-Time: 06/12/2017 04:15:49
Log-Time: 06/12/2017 21:37:33

System.NullReferenceException: A null value was found where an object instance was required.
#0: 0x00018 callvirt in Sims3.Gameplay.Skills.Sims3.Gameplay.Skills.SocialNetworkingSkill:UnlockPhoneSkins () ()
#1: 0x0000d call in Sims3.Gameplay.Skills.Sims3.Gameplay.Skills.SocialNetworkingSkill:OnLoadFixup () ()
#2: 0x00017 callvirt in Sims3.Gameplay.Skills.Sims3.Gameplay.Skills.SkillManager:OnLoadFixup () ()
#3: 0x00220 callvirt in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:OnLoad () ()
#4: 0x0008c callvirt in Sims3.Gameplay.Abstracts.Sims3.Gameplay.Abstracts.GameObject:Init (bool) (BFEA7000 [1] )
#5: 0x0001b callvirt in ScriptCore.ScriptCore.ScriptProxy:PostLoad () ()


</Content>
</NRaas.ErrorTrap>

Nobody_Important
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Post by Nobody_Important » June 12th, 2017, 4:30 pm

There was also one of this

-- Script Errors --

(OneShotFunctionTask) Function method: Void Run(), Declaring Type: NRaas.CommonSpace.Options.InteractionDefinitionOption+RunTask
Counter: 1
Sim-Time: Vas., 04:18 órakor
Start-Time: 06/11/2017 06:58:44
PreLoadup-Time: 06/11/2017 14:27:45
Loadup-Time: 06/11/2017 23:24:11
Log-Time: 06/12/2017 03:50:39

System.NullReferenceException: A null value was found where an object instance was required.
#0: 0x00008 callvirt in Sims3.Gameplay.ActorSystems.Sims3.Gameplay.ActorSystems.OccultImaginaryFriend:AddToActiveHousehold (Sims3.Gameplay.Actors.Sim) (78550400 [00000000] )
#1: 0x00015 callvirt in Sims3.Gameplay.ActorSystems.OccultImaginaryFriend+DEBUG_ForceReal:Run () ()
#2: 0x00003 callvirt in NRaas.CommonSpace.Options.InteractionDefinitionOption+RunTask:Run () ()
#3: 0x00000 in Sims3.Gameplay.Sims3.Gameplay.Function:Invoke () ()
#4: 0x00003 callvirt in NRaas.Common+FunctionTask:Simulate () ()

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igazor
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Post by igazor » June 12th, 2017, 5:25 pm

1 & 2: I could be misunderstanding the sequence of events here, but had you made this traveling party permanent residents of Oasis Landing? I don't think that's supposed to happen, but I'm not a very experienced ITF player. Travel back home from OL though is supposed take place by clicking on the time portal, which is supposed to materialize even if the original travel to there was done by phone. Travel back home by phone isn't treated the same way as "returning" home, it's treated as a separate trip.

Which version of Traveler are you using?

I don't know to what extent the traveling IF goofed things up here, our coder or one of the others will have to comment on that. But likely they will need to see the script errors in their entirety if you could please (zipped together), not excerpts pasted into messages.
<a href="http://nraas.wikispaces.com/How+To+Uplo ... +Upload</a>

Nobody_Important
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Post by Nobody_Important » June 12th, 2017, 7:04 pm

Well i am still using the recommended Traveler installation.
The party traveling to Oasis Landing were not supposed to become permanent residents. The problem was that the 'days remaining' & co. didn't appear as i recall, and i think "buy future home" did actually appear along with "buy vacation home". I clicked on the second one, got moved there immediately, and then bought a future home, but did not get moved there. The time portal i bought and the other one both did not let me travel, displaying the same problem the original one displayed in SunsetValley. One could summon a time traveler and shut it down, no other menu options available.

Regardless 3 and onwards are a separate family with Bridgeport as their hometown, and the traveling is *still* bugged for them, including the weird thing where they don't appear to be on vacation when they enter a new world, and the basecamp is listed as their property.

Nobody_Important
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Post by Nobody_Important » June 12th, 2017, 7:05 pm

Also, the rest of the script errors was just the scripts loaded, which includes a ton of numbers only, and apart from that pretty much only nraas.

Nobody_Important
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Post by Nobody_Important » June 12th, 2017, 7:13 pm

I also had yet another interesting thing happen, wherein i loaded the save i made when the family arrived back in bridgeport, and immediately reset the lot. The game proceeded to give the adults the "return home" task, while the teen got deleted completely and didn't reappear until i did a new lot reset whereupon his inventory disappeared.
The adults then proceeded to go out of the house i moved them into in build mode and reentered through the front door.

I am thinking that this might be one of the points where things go awry.
If the mod forces this 'arrive home' behavior regardless of anything else, it might be why emit doesn't appear with his normal fall-out-of-portal animation, which only triggers later after the game already considers him arrived.
It might also be why a teen arriving alone doesn't display the 3d model and why the teen arriving with the parents triggers an error and subsequent (more or less successful) automatic reset - if the arrival task calls for something that might not be properly handled with teen sims.

Nobody_Important
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Post by Nobody_Important » June 12th, 2017, 7:20 pm

The latter idea is compounded by the fact that the error that triggers the deletion/reset of the sim can involve different functions not just SocialNetworkingSkill:UnlockPhoneSkins. Which, by the way should not be an issue, since before the deletion i could access the smartphone skin menu correctly.

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